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Added: The server now sets simulation on/off and damage on/off for all objects listed in _missionLandscape and spawned at dynamic missions. Default missions updated.
Added: lists of armed vehicles from which you can choose those you wish to spawn at vehicles broken down by category (wheeled, traced APC, Tank, etc)
Added: Three constants that define how far away missions are from certain ingame bases, players and towns when they spawn. These were previously embedded in the code but not configurable.
blck_minDistanceToBases = 900; Minimum distance from any freq jammer or flag
blck_minDistanceToPlayer = 900; Minimum distance from any player
blck_minDistanceFromTowns = 300; Minimum distance from cites or towns.
Fixed: Alive AI counts were not disabled by blck_showCountAliveAI = false.
Fixed: The number of dynamically spawned underwater missions was not correctly set by blck_numberUnderwaterDynamicMissions.

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Hi, Is there a way to dictate a maximum number of missions that can spawn on the map at any given time? I have had a look but can not see a setting.

The reason is this, Its quite easy to actually activate the missions by mistake, and I have noticed if i have 3 missions actually running, plus VEMF Invasions and A3AI, all is great, I get a respectable 40+ server FPS, but once the 4th missions activates (AI present) Server FPS drops to below 30.

So basically my question, is it possible to have only 3 missions spawning?

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The whole mission doenst get cleaned up! The items & objects stay for hours, no matter what I enter at:

blck_

Even the missions dont spawn at the time given in the interval:

// MISSION TIMERS

// Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out

blck_TMin_Major = 1;

blck_TMin_Major2 = 1;

blck_TMin_Minor = 1;

blck_TMin_Minor2 = 1;

//Maximum Spawn time between missions in seconds

blck_TMax_Major = 100;

blck_TMax_Major2 = 100;

blck_TMax_Minor = 100;

blck_TMax_Minor2 = 100;

The map marker "finished mission" stays for about 6 minutes...

What does " blck_AIGrps_Major = 5;" mean?

I put // Orange Missions

blck_MinAI_Major = 4;

blck_MaxAI_Major = 6;

blck_AIGrps_Major = 1;

in config but it always spawns 6 oder 7 bots. never 5 oder 4.

Thanks for your kind words about the mission system. The mission buildings should be deleted 900 seconds after the mission is completed, which is about 15 min. If you want to check that this is working add this to configOverides.sqf:

blck_cleanupCompositionTimer = 15; // Time after mission completion at which items in the composition are deleted.

blck_AICleanUpTimer = 30; // Time after mission completion at which any remaining live AI are deleted.

This will force mission objects to be deleted 15 seconds after mission completion and all AI that are still alive that were spawned for that mission to be deleted after 30 secs. These variables are defined in AIFunctions.sqf as normally I do not recommend changing them.

Please check your server .RPT file for errors. If there are any errors in AIConfig.sqf or AIFunctions.sqf it will derail the entire mission system.

The Finished marker as configured should be visible for 300 seconds which is about 5 min.

At each mission, the AI are divided into several groups. blck_AIGrps_Major = 5; means that at the Orange mission the AI will be divided into 5 different groups. This makes missions more interesting as the groups of AI behave independently. The way you configured the mission:

blck_MinAI_Major = 4;

blck_MaxAI_Major = 6;

blck_AIGrps_Major = 1;

should spawn one group with 4 to 6 AI. I will check to see if one might be added due to a rounding error or for some other reason. Are you spawning static weapons ? The AI that man them are in addition to any that patrol the mission area.

The change you made for deleting dead AI bodies should delete the body of any dead AI after 60 seconds independently of the status of a mission.

blck_bodyCleanUpTimer = 60;

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Thanks for your kind words about the mission system. The mission buildings should be deleted 900 seconds after the mission is completed, which is about 15 min. If you want to check that this is working add this to configOverides.sqf:

blck_cleanupCompositionTimer = 15; // Time after mission completion at which items in the composition are deleted.
blck_AICleanUpTimer = 30; // Time after mission completion at which any remaining live AI are deleted.

I changed those times @AIFunctions.sqf and only blck_cleanupCompositionTimer worked. (set both to 60 seconds, was in godmode, ran to crate --> mission succes. Then 60 seconds later building disappreared but not AI was alive for another 20 minutes (then I stopped testing). And the crate didnt get removed.

The Finished marker as configured should be visible for 300 seconds which is about 5 min.

I really love your style of mission marker but is there a way to change the amount of time?

The change you made for deleting dead AI bodies should delete the body of any dead AI after 60 seconds independently of the status of a mission.

blck_bodyCleanUpTimer = 60;

We changed every value here, and dead AI bodies stay for ages. (actually after 30 minutes they didnt disappear so I dunno if this is an epoch bug?!)

We checked everything in the files but: the mission buildings such as alive AND dead bots disappear after exact 15 minutes.

EDIT: Even if I out only _RifleLMG in red, they only have TRG, Mk20 and low 5.56 mm stuff.... :(

EDIT: I made GM6 lynx the only weapon in the _RifleAssault ARRAY and made red missions only have this array..the strange thing was: a group of 4 NPCS were having lynx..the other had only assault rifles...wtf

EDIT: Even if I out only _RifleLMG in red, they only have TRG, Mk20 and low 5.56 mm stuff.... :(

EDIT: I made GM6 lynx the only weapon in the _RifleAssault ARRAY and made red missions only have this array..the strange thing was: a group of 4 NPCS were having lynx..the other had only assault rifles...wtf

I am not sure why this is happening.

Check your .RPT file for errors. Many odd behaviors have, in the past, been the result of a minor error in

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I have been away for a few days. I start by going through to be sure min/max are coded correctly and function. I think some of the errors in your RPT log are due to running this without Epoch. I don't think they will be fatal but may spam your .RPT file with errors.

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I have been away for a few days. I start by going through to be sure min/max are coded correctly and function. I think some of the errors in your RPT log are due to running this without Epoch. I don't think they will be fatal but may spam your .RPT file with errors.

License:
http://creativecommons.org/licenses/by/4.0/
You must use the words "BRPVP zombies" or "BRPVP-Z" in your server name and give proper credits to the Author (Andre Luis AKA Donnovan).

BRPVP Zombies was done completelly stand alone, but with Epoch in mind.

BE Filters Info:
1 - The variables set on zombies and target, with setVariable, have the prefix "brpvp_", for easy BE Filter management.
2 - BRPVP Zombies make use of 3 public variables, the variable names start with "BRPVP_" for easy BE Filters management.

Custom Epoch "FiredMan" Event Handler:
Get the code inside player addEventHandler ["FiredMan",{...this code...}]; in the file brpvp_zombies_stuff_client.sqf and put it in the Epoch file EPOCH_custom_EH_FiredMan.sqf (see https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/customs/EPOCH_custom_EH_FiredMan.sqf).

description.ext file:
BRPVP Zombies have some sound declarations in description.ext. You will need to merge it with your description.ext.

Gameplay:
BRPVP Zombies add two types of zombies:
1 - Fixed zombies in infected cities: they stay on some cities and can be triggered from near or from far, with your proximity or with bullet hit.
Here the configuration for fixed zombies and infected cities:
//FIXED ZOMBIES ON DEDICATED SERVER
BRPVP_fixedZombiesAmount = [
[[1],[10],35,["NameVillage"]],
[[1],[10],35,["NameVillage"]],
[[1],[10],35,["NameVillage"]],
[[1],[10],35,["NameVillage"]],
[[2],[15],40,["NameVillage"]],
[[2],[15],40,["NameVillage"]],
[[2,3],[40,60],100,["NameCity","NameVillage"]],
[[4,5],[120,160],150,["NameCityCapital","NameCity"]]
];
BRPVP_fixedZombiesReviveTime = 1800; //SECONDS TO A FIXED ZOMBIE TO REVIVE, THEY ONLY REVIVE IF THERE IS NO PLAYER NEAR
Reading above, you will have 8 infected cities on your mission.
Explaning line 7: [[2,3],[40,60],100,["NameCity","NameVillage"]]
Zombies will have its force random selected from 2 or 3, they will be in number of 40 if force is 2 and will be in number of 60 if force is 3. The spawn radius in the city will be 100 meters, and the city selected for those zombies will be randonly picked from the list of Cities and Villages provided by the map.
2 - Context spawned zombies: those zombies will spawn when you are in places with near houses or buildings. You can avoid those zombies to spawn by obscuring your self like walking near walls, entering in houses, going crouch or prone, stay high from the ground, stay near big objects like wreck cars and all kind of objects or group of objects that can block the perception of you.

Configuration:
All the BRPVP Zombies configurations can be found in this file: brpvp_zombies_config.sqf.

Hi,
Im using wai missions on my server but i wanna set some statics.
I see that wai support static missions. Can someone points me with an example or maybe a ready static mission which i coukld edit to my needs?
Tnx